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NWN2 UI

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Name  Giant Boss Health Bar
Author  The Fred
Submitted / Updated  04-22-2010 / 04-22-2010
Category  Other
Patch  1.23
NWN2Game  All
Description
A giant health bar builders can use for "boss" foes in their modules. This consists of a simple UI object (and two textures for it), and a .erf which contains both an update script to run the timer, and a simple include file allowing you to set up and remove the healthbar easily.

The "health bar" can actually also be used to track the value of a floating point variable, so you can use it for a whole host of other things as well. You can also set the title text to whatever you like and even specify your own textures, if you want to improve on my sadly lacking digital art skills. All of this can be done easily by changing the inputs to the scripting command in the include file.

Use of the healthbar will require some basic scripting knowledge, though the include file, "INC_GUI_BOSSBAR", contains notes explaining it in more detail. You can also make modifications to the XML file itself quite easily to change the font, size, etc.

As always, you can use this however you want and modify it as much as you like to suit your needs if you so wish.

Files

NameTypeSizeDownloads
The_Freds_Boss_Bar.zipThe_Freds_Boss_Bar.zip
Submitted: 04-22-2010 / Last Updated: 04-22-2010
zip37.27Kb183
The XML file and two TGAs (in the "override" subfolder) and an ERF of the two scripts.
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SCREENS

A view of the standard Giant Boss Health Bar. You can specify your own textures when launching the boss bar, too!





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Comments (17):

Posted by The Fred at 2012-09-22 12:05:23    
...Actually, GetNearestObjectByTag would be better if the trigger is in the same area as the creature. And yes, you'd need the object in the OpenBossBar function (by default oBoss) to be the same, so I think something more like this would work:

object oBoss = GetNearestObjectByTag(-Tag here-);
OpenBossBar(oBoss, "bossbar.xml");

My memory is a bit vague on this but maybe try it and see how it goes.
_________________________
In production: The Dragon Dynasty
All my other stuff

Posted by The Fred at 2012-09-22 12:02:35    
Sorry, it's been a while since I did any scripting or anything for NWN2, but I'll see if I can point you in the right direction.

Firstly, it sounds like you're not finding your lizardfolk properly. You need to use something like this:
object oLizzie = GetObjectByTag("");
Using the creature's tag, not name.
_________________________
In production: The Dragon Dynasty
All my other stuff

Posted by Wingard at 2012-09-03 07:52:06    
Hi! I like the idea of this feature very much, though i have very little scripting knowledge. Could someone tell me how can i run the script to make it actually work?
For example if my boss is called Lizzie (lizardman :D) and id like to show her health bar after entering trigger placed on ground. I tried command "OpenBossBar(oBoss,"bossbar.xml");" (from script "showbossbar") in Trigger's option "onEnter" with string variable set: "oBoss = Lizzie"
But this all things doesnt work. :/ I have .tga and .xml files from this package everywhere, in override folders, game folder, etc.
Can someone tell me what am i doing wrong?

Posted by thesilentfaction00 at 2012-01-18 04:01:36    
hi fred im not much of a scripter and was hoping you or someone still using this could post the actions taken script for use in conversations

Posted by The Fred at 2010-12-14 06:49:28    
Ah, you need to use the name of the actual GUI screen, which defaults to "SCREEN_BOSS". You can use the constant GUI_BOSSBAR_SCREEN_NAME if you prefer (with hindsight I should have had it default to that). This is a value set in the XML file, not the script, so it will only change if you edit that (for example, if you want to make more than one bar, perhaps different sized ones, then you might make a copy of the XML file which would have a different screen name).
_________________________
In production: The Dragon Dynasty
All my other stuff

Posted by Gades00 at 2010-11-29 12:49:56    
I have soem problems with this bar.
I can use it not creature and placeables without any problems.
But i cannot remove it from the screen.

OpenBossBar(oCreature,"BAR TEXT",oPC);
CloseBossBar(oPC,TRUE,"BAR TEXT");

What's wrong?

Posted by The Fred at 2010-10-31 07:52:07    
First, put the UI object and the textures in your campaign folder (if you are making a campaign, which is recommended) or in your override folder otherwise. Then, import the ERF containing the scripts into your module. This will let you use the include file in your scripts to make use of the timer (put #include "INC_GUI_BOSSBAR" at the top of your script), though some knowledge of scripting will probably be required. If you open the INC_GUI_BOSSBAR script in the toolset, I put some comments at the top explaining how the system works, if I remember.
_________________________
In production: The Dragon Dynasty
All my other stuff

Posted by [MD]Sephiroth at 2010-10-24 11:35:46    
Hi,
How to implement this??
thanks!
_________________________
Serveur Action/Rôle persistant : FR] Les Terres dechirees
Electro-pop Music : Shed

Posted by The Fred at 2010-04-29 03:15:29    
Yeah, I'm afraid my texturing skills aren't as good as they could be, which is why I made it possible for you to use your own. That way people needn't be stuck with my blown-up XP bar... :-)
_________________________
In production: The Dragon Dynasty
All my other stuff

Posted by Derek_H at 2010-04-27 17:39:22    Voted 10.00 on 04/27/10
After playing around with it...

Yes, yes you can make it red.

Once again, thanks for making this UI. :P

-Chaos Wielder

Posted by Derek_H at 2010-04-27 13:42:25    Voted 10.00 on 04/27/10
You know...
I've always loved you. :)

Would it be possible to have the bar be red instead of blue?

-Chaos Wielder

Posted by The Fred at 2010-04-27 01:33:21    
This doesn't require you to have a boss any stronger or different than any other creature, it just allows you to display their health prominently. Admittedly, that lends itself to the "boss culture" a bit, but many games already have foes who can clearly be defined as bosses anyway. Furthermore, as mentioned, you can use this to display a variable so you could, instead, track pretty much anything (like the strength of a force field, or the amount of energy some sort of generator has gathered before it releases a wave of destruction, etc).
_________________________
In production: The Dragon Dynasty
All my other stuff

Posted by Corwin z Amberu at 2010-04-26 22:43:53    
Oh noes!
Not ridiculously bloated Boss hitpoints in a DnD game. Not ridiculous bosses following different rulesets (or none at all) in the first place!

Then again... I suppose having options is not a bad thing. Won't be voting though.

Posted by The Fred at 2010-04-24 08:59:01    
Sure, any feedback would be much appreciated. I had ideas to expand this a bit so any requests, let me know and I'll see what I can do (no promises, but I'll certainly think about it).
_________________________
In production: The Dragon Dynasty
All my other stuff

Posted by Hoegbo at 2010-04-23 11:02:17    
I love this! I'll give a vote once I've tested it properly.
_________________________
Link

Posted by Apep at 2010-04-22 20:55:19    Voted 10.00 on 04/22/10
Nice, love little things like this.
_________________________
AP Magical Miscellanea Package (v1.5, over 750 items): Link

Posted by nicethugbert at 2010-04-22 18:08:49    Voted 10.00 on 04/22/10
NEAT!
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NTB's Hills and Valleys Vol. 00

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10 - A Masterpiece, Genuinely Groundbreaking
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7 - Very Good, Deserves a Look
6 - Good, Qualified Recommendation
5 - Fair, Solid yet Unremarkable
4 - Some Merit, Requires Improvements
3 - Poor Execution, Potential Unrealized
2 - Very Little Appeal
1 - Not Recommended to Anyone

 
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